Height maps usually have artifacts you want to avoid, because they're sampling the difference in height between the lowpoly and the highpoly, so you get some lowpoly faceting in your map. Unless your lowpoly is completely flat, like a tiling texture. Better to use an ambient occlusion map or curvature map. Some tips:…
Try making a highpoly model with traditional subd modeling (or use Rhino or Alias if appropriate.) Then, take the cage that generates the highpoly and reduce its polygons until you have the right number of polygons. Finally, transfer vertex normals from the highpoly to the lowpoly. Highpoly: Lowpoly with default vertex…
Working on the lowpoly right now, picked up a few tricks with baking hard surface from here a few years ago. I'm slowly going through and adding divisions to parts that don't correctly bake, mainly in the testing phase at 1k until I'm happy with normal reflection. I have two different lowpoly models, the quad and the…
Hello - no problem, always happy to help :) A few more things : - - - - - "Something else I clearly never knew up to this point is that...a model can be lowpoly like Sdiv lvl 1 and for the render only to go highpoly like Sdiv 4-5, is that right? Sorry for being so noob, but I never really needed to use this for my cubic…
UPDATE~U! Checkit: might add some handles. I think the highpoly mesh for the door is pretty much done. The purple part is gonna be a window... this is gonna look sexy in UDK! I hope. EDIT: Finished door! With lowpoly- I might have to tweak the lowpoly later, to make up for all the fancy stuff the hipoly has. Lowpoly is…
Amazing stuff! @Harford: As a beginner in highpoly modelling I am having some questions: - What were the initial sides of the cylinder(if you started from that) of the muzzle? Are you going to halve that amount in your lowpoly or do you keep it? - Do you chamfer your edges in your highpoly? If so, are you going for a…
Had some time to finish the lowpoly of the mp40, using doom3's hybrid tangent normalmaps (which unfortunatly i can't seem to AA successfully atm) More shots of untextured lowpoly here - http://www.svartberg.com/wip/mp40_lp.html Shots of highpoly here - More shots of lowpoly here - http://www.svartberg.com/wip/mp40.html Oh…
Bad news, and I assume your teachers will tell you the same: This still isn't 'lowpoly'. Anything you use a Subdivision modifier on is a subdivision mesh. I'd block it out in a very simplistic way, and then bevel (with a modifier, preferably) any edges that need it. You can use your highpoly mesh as reference, but a…
The lowpoly should wrap around the highpoly as closely as possible, when you bake, the highpoly and lowpoly must share the same 3D space as I did in the video. The lowpoly will project out and grab the highpoly normal data. When you bake using XNormal you can set the Maximum Frontal Ray Distance and Maximum Rear Ray…
Yes, I tryed to change this option at creation, but it does not help. I also tryed to bake curvature map in xNormal (form hi poly to lowpoly) and have same issue with it in ddo. Then I bake curvature map in xNormal from lowpoly to same lowpoly (without hipoly mesh, also I changed algorithm from Average to Gaussian) and I…